System and method for providing limited-time events to users in an online game

ABSTRACT

A system and method configured to provide limited-time events to users in an online game. The system and method may include executing an instance of an online game and effectuating presentation of offers to users to activate a limited-time event within the online game. Activation of the limited-time event may enable users to perform event runs through the limited-time event for a duration. The execution of event runs through the limited-time event in response to user commands received from a client computing platform associated with the user may deplete the virtual resource in an inventory of the user. The system and method may maintain inventories of the users and recharge the virtual resource as a function of time. The performance of users may be assessed and awards may be distributed to the users based on the assessment of their performance during the event runs. The system and method may include effectuating exchanges by the users of virtual items for the first virtual resource.

FIELD OF THE DISCLOSURE

This disclosure relates to a system and method for providinglimited-time events to users in an online game.

BACKGROUND

Bonus events are provided in games to give users an opportunity to winadditional and/or better prizes. Typically, a bonus event is provided ata specific time or based on a given level of achievement. In instanceswhere a bonus event is provided at a specific time, only users playingthe game at that time are given the opportunity to play. Providing abonus event at a specific time unnecessarily limits the number of userswho can participate in the event to those playing the game at that time.

As such, alternative methods of providing limited-time events to usersin an online game may enable more users to participate in limited-timeevents.

SUMMARY

One aspect of the disclosure relates to a system and method configuredto provide limited-time events to users in an online game. Exemplaryimplementations may provide offers to active a limited-time event tousers in the online game. The limited-time event may be offered to userswhen they are online and may be activated by one or more users. Thelimited-time event may be activated by different users at differenttimes. Activation of the limited-time event may enable a user to performevent runs through the limited-time event. The user may be able toperform event runs through the limited-time event for a duration. Theduration may have a duration length indicating the duration period.Providing individual offers to users for the limited-time event atvarious times, according to their online schedule, removes thelimitations presented by providing an event during one specific timeperiod to only those users that are online. The time limitation aspectof the limited-time event maintains the enticing sense of urgency forusers to participate in the event.

In some implementations, providing limited-time events to users in anonline game may be performed by processors executing computer programcomponents. In some implementations, the system may include one or moreservers. The server(s) may be configured to communicate with one or moreclient computing platforms according to a client/server architecture.The users may access the system via client computing platform(s), forinstance to engage in one or more games.

The server(s) may be configured to execute one or more computer programcomponents to provide limited-time events to users in an online game.The computer program components may include one or more of an eventcomponent, a game component, an inventory component, a rechargecomponent, a performance component, an award component, an exchangecomponent, and/or other components. It is noted that the clientcomputing platforms may include one or more computer program componentsthat are the same as or similar to the computer program components ofthe server(s) to facilitate in game actions.

The event component may be configured to effectuate presentation ofoffers to users to activate a limited-time event within an online game.Activation of the limited-time event may enable users to perform eventruns through the limited-time event in the online game for a duration.The duration may have a duration length and the durations for theindividual users may begin in response to offer activations by theindividual users. In some implementations, presentation of offers may beeffectuated during an offer period. The offer period may include aperiod of time during which the first user may be able to accept theoffer. In some implementations, the first user may only accept the offerto activate the limited-time event once during an offer period. Thefirst user may only be able to perform event runs through thelimited-time event for one duration per offer period. In someimplementations, the event component may be configured to effectuatepresentation of one or more notifications with one or more offers toactivate the limited-time event.

The game component may be configured to execute an instance of theonline game. The instance of the online game may facilitate userparticipation in the online game by executing actions in the instance ofthe online game in response to user commands received from clientcomputing platforms associated with the users. The execution of actionsin the instance of the online game may deplete a first virtual resourcein the inventories of the users requesting the actions. The execution ofevent runs through the limited-time event in response to user commandsreceived from a client computing platform associated with the user maydeplete the first virtual resource in an inventory of the user.

In some implementations, the game component may be configured toeffectuate presentation of one or more notifications within the instanceof the online game and/or during the limited-time event. The one or morenotifications may be presented after activation of the limited-timeevent and/or based on the assessment of the performance of one or moreof the users during event runs through the limited time event. In someimplementations, game component may be configured to effectuatepresentation of one or more leaderboards. The one or more leaderboardsmay include a performance assessment metric of one or more users duringone or more event runs through the limited time event.

The inventory component may be configured to maintain inventories of theusers. The recharge component may be configured to recharge the firstvirtual resource in the inventories of the users as a function of time.The performance component may be configured to assess performance of theusers during event runs through the limited-time event. The awardcomponent may be configured to distribute awards to the users based onthe assessment of the performance of the users during the event runsthrough the limited-time event. In some implementations, the awards mayinclude one or more of a virtual hard currency, a virtual soft currency,and/or other awards.

The exchange component may be configured to effectuate exchanges by theusers of virtual items for the first virtual resource. A number of eventruns that are performable by the first user during the duration withoutexchanging one or more virtual items for the first virtual resource maybe limited by the recharge of the first virtual resource, the depletionof the first virtual resource by performance of event runs, the durationlength, and/or other factors. Virtual items exchanged for the firstvirtual resource may include a virtual currency such as a virtual hardcurrency.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system for providing limited-time events to usersin an online game, in accordance with one or more implementations;

FIG. 2 illustrates a timeline for providing a limited-time event to auser in an online game, in accordance with one or more implementations;

FIG. 3 illustrates a flowchart of providing a limited-time event to auser in an online game, in accordance with one or more implementations;and

FIG. 4 illustrates an implementation of a method for providinglimited-time events to users in an online game, in accordance with oneor more implementations.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 10 for providing limited-time events tousers in an online game. System 10 is only one example of a suitablecomputing environment and is not intended to suggest any limitation asto the scope of use or functionality of the features described herein.The system may be configured to provide a virtual space to users,wherein instances online game are provided within the virtual space.Providing the virtual space may include hosting the virtual space over anetwork. In some implementations, system 10 may include one or moreserver(s) 12. The server(s) 12 may be configured to communicate with oneor more client computing platforms 14 according to a client/serverarchitecture. The users may access system 10 and/or the virtual spacevia client computing platforms 14.

The server(s) 12 may be configured to execute one or more computerprogram components. The computer program components may include one ormore of an event component 20, a game component 22, an inventorycomponent 24, a recharge component 26, a performance component 28, anaward component 30, an exchange component 32, and/or other components.It is noted that the client computing platforms 14 may include one ormore computer program components that are the same as or similar to thecomputer program components of the server(s) 12 to facilitate in gameactions.

Event component 20 may be configured to effectuate presentation ofoffers to users to activate a limited-time event within an online game.Presentation of offers to users may be effectuated via a graphical userinterface presented within a virtual space. The graphical user interfacemay include one or more input fields. The input fields may include oneor more graphical control elements such as one or more of a button, atoggle, a dropdown, a text box, a checkbox, and/or other graphicalcontrol elements. Offers to activate a limited-time event may bepresented in the one or more input fields of the graphical userinterface. The one or more input fields may include one or ore graphicalcontrol elements for receiving a user input in response to the offer toactivate the limited-time event.

Event component 20 may be configured to effectuate presentation ofoffers to users when they are online. As such, presentation of an offerto activate the limited-time event may be presented to a first user at adifferent time than it is presented to a second user. The limited-timeevent may be activated by one or more users. In some implementations,the limited-time event may be activated by one or more users viaacceptance of the offer. In some implementations, activation of thelimited-time event may occur separately from acceptance of thelimited-time event by one or more users. The limited-time event may beactivated by different users at different times.

Activation of the limited-time event may enable the user to performevent runs through the limited-time event. In some implementations, thelimited-time event may include one or more of a secondary game, achallenge within a game, a level or round within a game, a side game,and/or other limited-time events. The limited-time event may allow forasynchronous, synchronous, or semi-synchronous game-play. The user maybe able to perform event runs through the limited-time event for aduration. The duration may have a duration length indicating theduration period. By way of non-limiting example, if the duration lengthis one hour, then the duration period may start when the limited-timeevent is activated by the user and end one hour later. In someimplementations, the duration is a period of time during which the usermay be enabled to perform event runs. Once the duration has ended, theuser may no longer be able to perform event runs through thelimited-time events, and/or the actions associated with performing anevent run in a game may not be credited to the user as performance of anevent run. That is, outside of the duration, actions that would havequalified as an event run for the purpose of the event may only count astypical gameplay outside of an event. Once the duration has begun inresponse to event activation, a user may not be able to stop, pause,re-start, and/or otherwise adjust the duration length.

In some implementations, event component 20 may be configured toeffectuate presentation of offers to users during an offer period. Theoffer period may include a period of time during which the first usermay be able to accept the offer. In some implementations, the first usermay only accept the offer to activate the limited-time event once duringan offer period. The first user may only be able to perform event runsthrough the limited-time event for one duration per offer period. Insome implementations, event component 20 may be configured to effectuatepresentation of offers to users that have not yet accepted thelimited-time event during the offer period. As such, a user may onlyaccept the offer for the limited-time event once in a given offerperiod. In some implementations, acceptance of the offer to activate thelimited time event may activate the limited-time event, starting theduration. In some implementations, acceptance of the offer to activatethe limited time event may not activate the limited time event.

The offer period may be longer than the duration. By way of non-limitingexample, the offer period may include one calendar day and the user maybe presented with an offer to activate the limited-time event when theyaccess the instance of the online game on the morning of the calendarday. Continuing the example, the user may accept the morning offer andactivate the limited-time event, or the user may wait and accept asecond offer to activate the limited-time in the afternoon; either way,the user may only be able to accept the offer to activate thelimited-time event once that day.

FIG. 2 illustrates a timeline 200 for providing a limited-time event toa user in an online game, in accordance with one or moreimplementations. The illustration of timeline 200 according to theintervals presented herein are intended to be illustrative. In someembodiments, timeline 200 may include one or more additional actionsand/or intervals not described, and/or omit one or more actions and/orintervals described. Additionally, the order in which the actions and/orintervals of timeline 200 are illustrated in FIG. 2 and described hereinis not intended to be limiting.

In some embodiments, timeline 200 may include an offer period 202. Offerperiod 202 may include a period of time during which one or more offersto activate a limited-time event may be presented to one or more users.The offer period may also be the period during which the user may beable to accept the offer. One or more durations (e.g., 204, 206, and208) may be periods of time during which one or more users may performone or more event runs through the limited-time event. Activation of oneor more durations including a first duration 204, a second duration 206,a third duration 208, and/or other durations may occur during offerperiod 202. In some implementations, one or more durations may overlapin time. The first duration 204, the second duration 206, the thirdduration 208, and/or other durations may have the same length.

First duration 204 may begin in response to the limited-time event beingactivated by the first user. Second duration 206 may begin in responseto the limited-time event being activated by the second user. Thirdduration 208 may begin in response to the limited-time event beingactivated by the third user. Activation of one duration by a given user(e.g., first duration 204, second duration 206, third duration 208,and/or other durations) may not affect activation of another duration(e.g., first duration 204, second duration 206, third duration 208,and/or other durations) by another user. Thus, multiple durations may beactivated and/or running at the same time and/or different times.

The limited-time event may be activated by the user in response to theacceptance of the offer to the user. In some implementations, more thanone offer may be presented to the user during offer period 202. Morethan one offer may only be presented to the user until the useractivates the limited-time event. Once the user accepts the offer andactivates the limited-time event, starting the duration, the user maynot be presented with any more offers for the rest of the offer period.In some implementations, the limited-time event may be activatedimmediately after the one or more offers are presented to the user. Insome implementations, the user may wait a little time after the one ormore offers are presented before activating the limited-time event. Theuser may activate the limited-time event after a first offer ispresented such that a second offer is not presented to the user. In someimplementations, more than two offers may be presented to the userduring offer period 202 until the user activates the limited-time event.

Returning to FIG. 1, game component 22 may be configured to execute aninstance of an online game. The instance of the online game mayfacilitate user participation in the online game by executing actions inthe instance of the online game. Actions may be executed in the instanceof the online game in response to user commands received from clientcomputing platforms associated with the users.

The instance of the online game may be provided via a virtual space, andmay be executed by computer components to determine game stateinformation for the game and/or the virtual space. The game stateinformation may then be communicated from server(s) 12 and/or sources toclient computing platforms 14 for presentation to users. For example,client computing platforms 14 may implement game state information topresent and/or update views of the game and/or the virtual space. Theview determined for presentation at a given client computing platform 14may correspond to a location in the virtual space (e.g., the locationfrom which the view is taken, the location the view depicts, and/orother locations), a zoom ratio, a dimensionality of objects, apoint-of-view, and/or view parameters. One or more of the viewparameters may be selectable by the user.

The instance of the virtual space may comprise a simulated space that isaccessible by users via clients (e.g., client computing platform(s) 14)that present the views of the virtual space to a user. The simulatedspace may have a topography, express ongoing real-time interaction byone or more users, and/or include one or more objects positioned withinthe topography that are capable of locomotion within the topography. Insome instances, the topography may be a 2-dimensional topography. Inother instances, the topography may be a 3-dimensional topography. Thetopography may include dimensions of the space, and/or surface featuresof a surface or objects that are “native” to the space. In someinstances, the topography may describe a surface (e.g., a groundsurface) that runs through at least a substantial section of the space.In some instances, the topography may describe a volume with one or morebodies positioned therein (e.g., a simulation of gravity-deprived spacewith one or more celestial bodies positioned therein). The instanceexecuted by the computer components may be synchronous, asynchronous,and/or semi-synchronous.

The description herein of the manner in which views of the virtual spaceare provided is not intended to be limiting. The virtual space may beexpressed in a more limited, or more rich, manner. For example, viewsdetermined for the virtual space may be selected from a limited set ofgraphics depicting an event in a given place within the virtual space.The views may include additional content (e.g., text, audio, pre-storedvideo content, and/or other content) that describes particulars of thecurrent state of the place, beyond the relatively generic graphics. Forexample, a view may include a generic battle graphic with a textualdescription of the opponents to be confronted. Other expressions ofindividual places within the virtual space are contemplated.

Within the instance(s) of the virtual space, users may controlcharacters, objects, simulated physical phenomena (e.g., wind, rain,earthquakes, and/or other phenomena), and/or other elements to interactwith the virtual space and/or each other. The user characters mayinclude avatars. As used herein, the term “user character” may refer toan object (or group of objects) present in the virtual space thatcorresponds to an individual user. The user character may be controlledby the user with which it is associated.

User-controlled element(s) may move through and interact with thevirtual space (e.g., non-user characters in the virtual space, otherobjects in the virtual space). The user-controlled elements controlledby and/or associated with a given user may be created and/or customizedby the given user. The user may have an “inventory” of virtual goodsand/or currency (e.g., virtual resources and/or virtual items) that theuser can use (e.g., by manipulation of a user character or otheruser-controlled element, and/or other items) to perform in-game actionswithin the virtual space.

The users may participate in the instance of the virtual space bycontrolling one or more of the available user-controlled elements in thevirtual space. Control may be exercised through control inputs and/orcommands input by the users through client computing platforms 14. Theusers may interact with each other through communications exchangedwithin the virtual space. Such communications may include one or more oftextual chat, instant messages, private messages, voice communications,and/or other communications. Communications may be received and enteredby the users via their respective client computing platforms 14.Communications may be routed to and from the appropriate users throughserver(s) 12. In some implementations, game component 22 may beconfigured to implement the delivery of the limited-time event to usersin connection with in-game implementation as described herein.

The instance of the virtual space and/or the online game may bepersistent. That is, the virtual space and/or the online game maycontinue on whether or not individual users are currently logged inand/or participating in the online game. A user that logs out of theonline game and then logs back in some time later may find the virtualspace associated with the online game has been changed through theinteractions of other users with the virtual space during the time theuser was logged out. These changes may include changes to the simulatedphysical space, changes in the user's inventory, changes in other users'inventories, changes experienced by non-user characters, and/or otherchanges.

Game component 22 may be configured such that the execution of actionsin the instance of the online game, in response to the user's commands,may require, or cost, an amount of a first virtual resource, and/orother virtual resources. The first virtual resource may be referred toas fuel, turns, energy, and/or other names. The execution of actions inthe instance of the online game may deplete the first virtual resourcein the inventories of the users requesting the actions. The execution ofan action may deplete the first virtual resource in the inventory of auser requesting the action by an amount that is pre-determined. Thisamount may be referred to as the cost of the action. One or more actionsmay have costs that vary. The variation may be random, pseudorandom,based on user specified parameters for the action, and/or based on otherfactors. By way of non-limiting example, in a turn-based game, one turnor attempt may require a number (e.g., 1 or some other number) of unitsof the first resource.

Actions requested by a first user and executed by the game componentduring the limited-time event for the first user may be part of aperformance of one or more event runs through the limited-time event bythe first user. As such, execution of event runs through thelimited-time event in response to user commands received from a firstclient computing platform associated with the first user may deplete thefirst virtual resource in an inventory of the first user.

Inventory component 24 may be configured to maintain inventories of theusers. The inventories may reflect amounts of virtual resources and/orother virtual items controlled by users of the instance of the onlinegame for their use in the online game. Such accounting of virtualresources and/or virtual items may reflect balances of the virtualresources and/or virtual items, including those associated with a givenuser. The balances of virtual items in the user inventory may increase,decrease, deplete, recharge, replenish, or exhaust in response to useractions, game space events and/or activities participated in by the user(e.g., performing event runs through the limited-time event), and/orother events associated with the user in which the user may exchangefor, purchase, win, deplete, replenish, recharge, and/or consume thevirtual resources and/or virtual items.

Inventory component 24 may maintain amounts of multiple virtual itemsand/or virtual resources for multiple users. For example, an inventoryfor the first user may include an amount of the first virtual resourcecontrolled by the first user. Virtual resources and/or virtual items mayinclude one or more virtual currencies, objects, units, and/or any othervirtual resources and/or virtual item. Virtual currencies may include avirtual soft currency (i.e., a virtual currency earned through one ormore actions within a game), a virtual hard currency (i.e., a virtualcurrency backed by real world value), a mixed virtual currency (e.g.,part virtual hard currency, part virtual soft currency), and/or othervirtual currencies. Within the instance of the game space, virtualcurrencies may be provided to store and/or exchange game space values.

Units of the virtual currencies (for example, gold, silver, a gem, acoin, a token, and/or any other types of virtual currencies) may reflectgame space values as determined by a provider, administrator, moderator,user, and/or any other entities related to the game space. Through oneor more units of virtual currencies, game space values may be captured,stored, and circulated in the game space. As one non-limiting example,combinations of user actions, skills, virtual items, time, and/or anyother game space elements may be captured, stored and circulated throughvirtual currencies to reflect the game space values created by userlabor in interacting with the game space. Within the instance of thegame space, the virtual currencies may be collected, earned, purchased,gifted, or otherwise acquired by the users. For example, the users maypurchase the virtual currencies (e.g., virtual hard currencies) withreal-world money consideration (e.g., credit payment through creditcard, electronic vouchers provided by the provider of the game space,physical tokens, and/or any other types of real-world currencies)through a virtual store. In some instances, the user may be awardedvirtual currencies including virtual hard currency and/or virtual softcurrency though one or more actions in the instance of the online game(e.g., event runs through the limited-time event). The users may earnthe virtual currencies (e.g., virtual soft currency), for examplethrough gameplays provided in the game space (e.g., event runs throughthe limited-time event, PvP activities, PvE actives, in gametournaments, tasks, quests, missions, and/or any other gameplays in thegame space).

Virtual resources may be, for example, accumulated, generated,cultivated, mined, harvested, purchased, earned, consumed, traded,and/or gifted over time within the instance of the online game by units,characters, pets, buildings, facilities, and/or any other infrastructureor entity in the game space for the user. Virtual resources may bevirtual items of value that can be accumulated through participation inthe game space, rather than virtual currencies that store values in thegame space as described herein. Virtual resources may be accumulatedautomatically as a function of time.

In some implementations, virtual resources in the inventories of theusers may be used to satisfy resource requirements in the game space. Byway of non-limiting examples, virtual resources may include stamina,energy, lives, food (e.g., rice, fish, wheat, etc.), wood, minerals(e.g., good, iron, ore, coal, oil, stone, crystal, etc.), plants,animals, and/or any other resources appropriate for the game space.Changes in a level and/or balance of a virtual resource may be reflectedby user inventories. For example, as the first user requests actions,and such actions are executed to perform event runs through thelimited-time event, the first virtual resource in the inventory for thefirst user may be depleted. The depleted balance level may be displayedto the first user.

Recharge component 26 may recharge the first virtual resource in theinventories of the users. Recharge component 26 may be configured torecharge the first virtual resource as a function of time. The firstvirtual resource may be recharged as a function of time according to arecharge rate. The recharge rate may define the amount the first virtualresource accumulates, replenishes, and/or recharges in a given period oftime. The recharge rate may be increased and/or decreased by one or moreuser actions, achievements, characteristics, inventories, and/or otherfactors within an instance of the online game. The recharge may occurwithout regard for user activity and/or action within the online game.

The execution of actions and the execution of event runs in response touser commands from the first user may both require and deplete theamount of the first virtual resource in the first inventory. Withoutenough of the first virtual resource included in the inventory for thefirst user, the first user may have to wait until the first virtualresource in the first inventory is recharged, and/or otherwise obtainmore of the first virtual resource before the system will executeactions and event runs in response to the first user's commands.

In some implementations, the recharge rate is slow enough and/or thecost in the first virtual resource for the actions for an event run isgreat enough that the first virtual resource will not recharge quicklyenough after its depletion to enable a user to perform consecutive eventruns through the limited-time event throughout the duration. By way ofexample, a first user may be able to perform some number (e.g., one)event run through the limited-time event before their inventory of thefirst virtual resource is depleted and must be recharged. Continuing theexample, if the user waits for the first virtual resource to rechargeaccording to the recharge rate, the duration may end before the user hasenough of the first virtual resource to perform any more event runsthrough the limited-time event.

Performance component 28 may be configured to assess performance of theuser during event runs through the limited-time event. In someimplementations, the assessment of the performance of the users may bequantified by a performance assessment metric. The performanceassessment of the users during event runs through the limited-time eventmay correspond to the number of event runs through the limited-timeevent performed by the users during the duration. In someimplementations, the performance assessment of the users may directlyand/or indirectly correspond to the number of event runs through thelimited-time event performed by the users during the duration. Forexample, a user may receive an assessment metric for each event runthrough the limited-time event performed.

In some implementations, the metrics for performance of multiple eventruns through the limited-time event may be added together for a totalmetric. In some implementations, the metrics for the performance ofmultiple event runs through the limited-time event may be averaged (oraggregated in some other manner) to determine the total metric. In someimplementations, the highest metric achieved may represent the totalmetric. As such, the more event runs a user performs through the limitedtime event the higher their metric and/or the greater chance they haveat achieving a higher metric.

Award component 30 may be configured to distribute awards to the usersbased on the assessment of their performance during the event runsthrough the limited-time event. As such, in some implementations, theawards and/or the likelihood of receiving an award may be affected bythe number of event runs through the limited-time event performed by theuser. For example, the more even runs through the limited-time eventperformed by the user, the higher their award and/or the greater theirchance of receiving an award may be. As such, users may be enticed toperform as many event runs as possible during the duration. In someimplementations, awards may include bonus awards that are better thanthe awards typically offered within the instance of the online game. Theuser may access the bonus awards by performing one or more event runsthrough the limited-time event during the duration. For example, alimited-time event may include an award of 5× gold during which the usercan earn up to five times the amount of gold they would be able to earnduring the instance of the online game outside the limited-time event.

Awards may include virtual items and/or virtual resources such as one ormore of virtual currencies, credits, objects, units, and/or any othervirtual resources and/or virtual item. Virtual currencies may includeone or more of a virtual hard currency, a virtual soft currency, a mixedvirtual currency, and/or another virtual currency. For example, an awardmay include virtual gold coins. In some implementations, award component30 may be configured to distribute awards based on a relativeperformance (e.g., assessment of user's performance compared to otherusers). Awards may be based on relative performance of the user during aportion of and/or the entire limited-time event. In someimplementations, award component 30 may be configured to distributeawards based on absolute performance (e.g., an assessment of a user'sperformance reaching a given threshold).

Exchange component 32 may be configured to effectuate exchanges by theusers of virtual items for the first virtual resource. Withoutexchanging one or more virtual items for the first virtual resource, therecharge of the first virtual resource, the depletion of the firstvirtual resource by performance of activities in the course of eventruns, the duration length, and/or other factors may limit a number ofevent runs that are performable by the first user during the duration.As such, because the user is incentivized to perform as many event runsthrough the limited-time event as possible during the duration, the useris enticed to exchange one or more virtual items for the first virtualresource.

Virtual items exchanged for the first virtual resource may include avirtual currency such as a virtual hard currency. By way of example, theexchange component 32 may be configured to enable a user to purchase thevirtual hard currency via a credit/debit/gift card transaction, check,online money transfer (e.g., via PayPal), and/or other hard currencytransaction methods. The virtual hard currency may be exchanged for thefirst virtual resource in the instance of the online game such that theuser pays to refill the first virtual resource instantly. As such, theuser would not have to wait for the first virtual resource to rechargevia the recharge component according to the recharge rate.

Exchange component 32 may receive a request to exchange virtual itemsfor the first virtual resource from the first user. The first user maymake a request to exchange virtual items for the first virtual resourceresponsive to depleting the first virtual resource in their inventory.One or more of exchange component 32, event component 20, game component22, inventory component 24, recharge component 26, and/or othercomponents may communicate in order to monitor, adjust, display,indicate, and/or otherwise manage inventories for the exchange ofvirtual items for the first virtual resource.

In some implementations, the user may have enough of the first virtualresource to perform a number (e.g., 1 or some other number) of eventruns through the limited-time event without exchanging one or morevirtual items for the first virtual resource. After a given number ofevent runs, the first virtual resource in the inventory for the firstuser may be depleted and the first user may have to either wait for itto refill, or exchange one or more virtual items for the first virtualresource (e.g., paying to refill the first virtual resource instantly).However, since the duration has begun and will continue to run if theuser waits for the first virtual resource to refill, the user may not beable to perform any additional event runs through the limited time eventduring the duration. As such, the user ay be enticed to exchange one ormore virtual items for the first virtual resource (e.g., pay to refilltheir stamina) one or more times during the duration so they can performas many limited-time event runs as possible. Performing as manylimited-time runs as possible may increase a user's performance and/orawards enabling them to take full advantage of the limited-time event.

In some implementations, event component 20, game component 22, and/orother components may be configured to effectuate presentation of one ormore notifications to one or more users. The one or more users mayinclude the first user. One or more notifications may be displayed inone or ore fields in the graphical user interface within the virtualspace. In some implementations one or more notifications may include analert dialog box, a dialog box, a text box, an icon, a graphic, and/orother item displayed in the graphical user interface within the virtualspace.

In some implementations, one or more notifications may be presented toone or more users with the one or more offers to activate thelimited-time event. For example, event component 20 may effectuatepresentation of an offer to activate the limited-time event to a givenuser along with a notice that the user may only activate thelimited-time event once and/or that they will only have one hour tocomplete as many event runs as possible. Notifications presented withthe one or more offers may include one or more of a notice thatactivating the offer will begin the duration, a notice that once theduration has begun it cannot be paused or re-started, a noticeindicating the duration length, a notice indicating an offer periodduring which the user may be able to accept the offer, and/or othernotifications related to activation of the limited-time event, theduration, and/or the offer period.

In some implementations, event component 20, game component 22 and/orother components may effectuate presentation of one or morenotifications after activation of the limited-time event by the user.One or more notifications may include one or more of a remaining lengthof the duration, a passed length of the duration, a remaining amount ofthe first virtual resource, a prompt for an exchange by the first userof virtual items for the first virtual resource, and/or other noticesrelated to the duration, a virtual resource, a virtual item, and/or anexchange. For example, game component 22 may effectuate presentation ofa timer indicating the time remaining in the duration. By way of anotherexample, game component 22 may effectuate presentation of a notice tothe user that their inventory of the first virtual resource has beendepleted and they must either wait for it to refill, or exchange virtualitems for the first virtual resource before being able to continue toperform event runs through the limited-time event.

Game component 22, in some implementations, may communicate with eventcomponent 20 in order to pause the duration. While the user may not beable to pause the duration, game component 22, event component 20,and/or other components may be configured to pause the duration for oneor more reasons. For example, the duration may be paused in order tofacilitate an exchange of one or more virtual items for the firstvirtual resource. While the duration is paused, the user may not be ableto perform event runs through the limited-time event.

In some implementations, game component 22 may be configured toeffectuate presentation of one or more notifications to users based onthe assessment of the performance of one or more of the users duringevent runs through the limited-time event. By way of example, a user maybe presented with a notification that another user just performed arecord setting event run though the limited-time event earning 50,000gold coins. One or more notifications may include one of more of anotice of the assessment of the performance of another user, a notice ofthe assessment of the performance of the first user, a notice of theassessment of the performance of the first user compared to theassessment of the performance of one or more other users, a notice ofone or more of the awards, and/or other notices related to theassessment of the performance of one or more users and/or the awardsdistributed to one or more users.

In some implementations, game component 22 may be configured toeffectuate presentation of one or more leaderboards. The one or moreleaderboards may include a performance assessment metric of one or moreusers during one or more event runs though the limited time event. Forexample, the leaderboard may provide a real-time display of theperformance assessment metrics of the users having the highestperformance assessment metrics.

The limited-time event, in some implementations may include tournamentplay such that game component 22 is configured to effectuatepresentation of offers to users selected to participate in thetournament. The users may perform event runs through the limited-timeevent (e.g., timed tournament rounds) for the duration (e.g., the lengthof the round). Game component 22 may be configured to present the offersto users when they are online. As such, the users selected toparticipate in the tournament do not all have to be online at the sametime. The offers may be presented to users during an offer period sothat in order to participate, each user has to accept the offer withinthe offer period. For example, each user could perform one or more eventruns through the limited time event for the duration at various timeswithin a given period of time. Continuing the example, the end of theoffer period and/or the end of the given period of time may be the endof the tournament play. At the end of the tournament play, theassessment of the performance of each user may be combined, compared,and/or otherwise analyzed to determine an outcome and distribute awards.

In some implementations, server(s) 12, client computing platforms 14,and/or external resources 34 may be operatively linked via one or moreelectronic communication links. For example, such electroniccommunication links may be established, at least in part, via a networksuch as the Internet and/or other networks. The network may be a wiredor wireless network such as the Internet, an intranet, a LAN, a WAN, acellular network or another type of network. It will be understood thatthe network may be a combination of multiple different kinds of wired orwireless networks. It will be appreciated that this is not intended tobe limiting, and that the scope of this disclosure includesimplementations in which server(s) 12, client computing platforms 14,and/or external resources 34 may be operatively linked via some othercommunication media.

A given client computing platform 14 may include one or more processorsconfigured to execute computer program components. The computer programcomponents may be configured to enable an expert or user associated withthe given client computing platform 14 to interface with system 10and/or external resources 34, and/or provide other functionalityattributed herein to client computing platforms 14. By way ofnon-limiting example, the given client computing platform 14 may includeone or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a netbook, a smartphone, a gamingconsole, and/or other computing platforms.

External resources 34 may include sources of information, hosts and/orproviders of virtual environments outside of system 10, externalentities participating with system 10, and/or other resources. In someimplementations, some or all of the functionality attributed herein toexternal resources 34 may be provided by resources included in system10.

Server 12 may include electronic storage 36, one or more processors 18,and/or other components. Server 12 may include communication lines, orports to enable the exchange of information with a network and/or othercomputing platforms. Illustration of server 12 in FIG. 1 is not intendedto be limiting. Server 12 may include a plurality of hardware, software,and/or firmware components operating together to provide thefunctionality attributed herein to server 12. For example, server 12 maybe implemented by a cloud of computing platforms operating together asserver 12.

Electronic storage 36 may comprise non-transitory storage media thatelectronically stores information. The electronic storage media ofelectronic storage 36 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with server 12and/or removable storage that is removably connectable to server 12 via,for example, a port (e.g., a USB port, a firewire port, etc.) or a drive(e.g., a disk drive, etc.). Electronic storage 36 may include one ormore of optically readable storage media (e.g., optical disks, etc.),magnetically readable storage media (e.g., magnetic tape, magnetic harddrive, floppy drive, etc.), electrical charge-based storage media (e.g.,EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.),and/or other electronically readable storage media. Electronic storage36 may include one or more virtual storage resources (e.g., cloudstorage, a virtual private network, and/or other virtual storageresources). Electronic storage 36 may store software algorithms,information determined by processor 18, information received from server12, information received from client computing platforms 14, and/orother information that enables server 12 to function as describedherein.

Processor(s) 18 is configured to provide information processingcapabilities in server 12. As such, processor 18 may include one or moreof a digital processor, an analog processor, a digital circuit designedto process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor 18 is shown in FIG. 1 as asingle entity, this is for illustrative purposes only. In someimplementations, processor 18 may include a plurality of processingunits. These processing units may be physically located within the samedevice, or processor 18 may represent processing functionality of aplurality of devices operating in coordination. The processor 18 may beconfigured to execute components 20, 22, 24, 26, 28, 30, and 32.Processor 18 may be configured to execute components 20, 22, 24, 26, 28,30, and 32 by software; hardware; firmware; some combination ofsoftware, hardware, and/or firmware; and/or other mechanisms forconfiguring processing capabilities on processor 18. As used herein, theterm “component” may refer to any component or set of components thatperform the functionality attributed to the component. This may includeone or more physical computer processors during execution of processorreadable instructions, the processor readable instructions, circuitry,hardware, storage media, or any other components.

It should be appreciated that although components 20, 22, 24, 26, 28,30, and 32 are illustrated in FIG. 1 as being implemented within asingle processing unit, in implementations in which processor 18includes multiple processing units, one or more of components 20, 22,24, 26, 28, 30, and 32 may be implemented remotely from the othercomponents. The description of the functionality provided by thedifferent components 20, 22, 24, 26, 28, 30, and 32 described herein isfor illustrative purposes, and is not intended to be limiting, as any ofcomponents 20, 22, 24, 26, 28, 30, and 32 may provide more or lessfunctionality than is described. For example, one or more of components20, 22, 24, 26, 28, 30, and 32 may be eliminated, and some or all of itsfunctionality may be provided by other ones of components 20, 22, 24,26, 28, 30, and 32. As another example, processor 18 may be configuredto execute one or more additional components that may perform some orall of the functionality attributed herein to one of components 20, 22,24, 26, 28, 30, and 32.

FIG. 3 illustrates a flowchart of providing a limited-time event to auser in an online game, in accordance with one or more implementations.System 10 (see FIG. 1) may execute the instance of the online game tofacilitate user participation in the online game by executing actions inthe instance of the online game via server 312 in response to usercommands (e.g., requests) received from the client 314. The illustrationof flowchart 300 according to the communications presented are intendedto be illustrative. In some embodiments, flowchart 300 may include oneor ore additional communications and/or exchanges not described, and/ormay omit one or more communications and/or exchanges described.Additionally, the order in which the communications and/or exchanges offlowchart 300 are illustrated in FIG. 3 and described herein is notintended to be limiting.

In some implementations, server 312 may send a presentation of one ormore offers to activate a limited-time event to client 314. In responseto one or more offers, client 314 may send a request to activate thelimited-time event to server 312. Server 312 may begin the duration inresponse to client 314 sending a request to activate the limited-timeevent to server 312. Server 312 may execute the instance of online gameincluding limited-time event and display the limited-time event toclient 314. Client 314 may send one or more requests for actions toperform event runs through the limited-time event to server 312. Server312 may execute the actions requested by client 314 and deplete a firstvirtual resource in an inventory of the user.

In some implementations, server 312 may only execute the actionsrequested by client 314 until the first virtual resource in theinventory of the user is depleted. Server 312 may present performance ofthe requested actions within the limited-time event to client 314.Client 314 may send one or more additional requests for actions toperform event runs through the limited-time event to server 312. Server312 may determine that the first virtual resource in the inventory ofthe user is depleted and send a notification to client 314 that thefirst virtual resource is depleted.

In some implementations, client 314 may send a request to exchangevirtual items for the first virtual resource to server 312. Server 312may authorize the exchange (e.g., accept a payment authorization andfacilitate a payment transaction). In some implementations, authorizingthe exchange may include increasing an inventory of one or more virtualitems in the inventory of the user. In response to a successful exchangeauthorization, server 312 may deduct virtual items from the balance ofvirtual items in the inventory for the user. Server 312 may increase thebalance of the first virtual resource in the inventory for the user inresponse to the successful exchange authorization. Server 312 maypresent the updated inventory of the first virtual resource and/or otherinventories to client 314.

Client 314 may send one or more additional requests for actions toperform event runs through the limited-time event to server 312. Server312 may execute the actions requested by client 314 and deplete a firstvirtual resource in an inventory of the user. Server 312 may execute theactions requested by client 314 responsive to determining the inventoryof the first virtual resource is not depleted. Server 312 may presentperformance of the requested actions within the limited-time event toclient 314. Client 314 may send one or more additional requests foractions to perform event runs through the limited-time event to server312. Server 312 may determine that the duration has ended and stopexecuting the requested actions. Server 312 may notify client 314 thatthe duration has ended.

FIG. 4 illustrates a method 400 for providing limited-time events tousers in an online game, in accordance with one or more implementations.The operations of method 400 presented herein are intended to beillustrative. In some embodiments, method 400 may be accomplished withone or more additional operations not described, and/or without one ormore of the operations discussed. Additionally, the order in which theoperations of method 400 are illustrated in FIG. 4 and described hereinis not intended to be limiting.

In some embodiments, method 400 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 400 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 400.

At operation 402, presentation of offers to activate a limited-timeevent within an online game may be effectuated to users. The users mayinclude a first user. Activation of the limited-time event may enableusers to perform event runs through the limited-time event in the onlinegame for a duration. The duration may have a duration length. Thedurations for the individual users may begin in response to offeractivations by the individual users. As such, the duration for the firstuser may begin in response to offer activation by the first user. Insome implementations, operation 402 may be performed by an eventcomponent the same as or similar to event component 20 (shown in FIG. 1and described herein).

At operation 404, an instance of the online game may be executed tofacilitate user participation in the online game. The instance of theonline game may facilitate user participation in the online game byexecuting actions in the instance of the online game in response to usercommands received from client computing platforms associated with theusers. The execution of actions in the instance of the online game maydeplete a first virtual resource in the inventories of the usersrequesting the actions. As such, execution of event runs through thelimited-time event in response to user commands received from a firstclient computing platform associated with the first user may deplete thefirst virtual resource in an inventory of the first user. In someimplementations, operation 404 may be performed by a game component thesame as or similar to game component 22 (shown in FIG. 1 and describedherein).

At operation 406, inventories of the users may be maintained.Inventories may include an inventory of the first virtual resourceand/or other virtual items. In some implementations, operation 406 maybe performed by an inventory component the same as or similar toinventory component 24 (shown in FIG. 1 and described herein).

At operation 408, the first virtual resource may be recharged. The firstvirtual resource may be recharged in the inventories of the users as afunction of time. The first virtual resource may be recharged accordingto a recharge rate. In some implementations, operation 408 may beperformed by a recharge component the same as or similar to rechargecomponent 26 (shown in FIG. 1 and described herein).

At operation 410, performance of the users during event runs through thelimited-time event may be assessed. The assessment of the performance ofthe users during event runs through the limited-time event maycorrespond to the number of event runs through the limited-time eventperformed by the user during the duration. In some implementations,operation 410 may be performed by a performance component the same as orsimilar to performance component 28 (shown in FIG. 1 and describedherein).

At operation 412, awards may be distributed to the users based on theassessment of the performance of the users during the event runs throughthe limited-time event. Awards may include one or more virtual itemsand/or resources such as, for example, a virtual currency. In someimplementations, operation 412 may be performed by an award componentthe same as or similar to award component 30 (shown in FIG. 1 anddescribed herein).

At operation 414, exchanges by the users of virtual items for the firstvirtual resource may be effectuated. Wherein, a number of event runsthat are performable by the first user during the duration withoutexchanging one or more virtual items for the first virtual resource maybe limited by (i) the recharge of the first virtual resource, (ii) thedepletion of the first virtual resource by performance of event runs,and/or (iii) the duration length. In some implementations, operation 414may be performed by an exchange component the same as or similar toexchange component 32 (shown in FIG. 1 and described herein).

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. For example, it isto be understood that the present technology contemplates that, to theextent possible, one or more features of any implementation can becombined with one or more features of any other implementation.

What is claimed is:
 1. A system for providing limited-time events tousers in an online game, the system comprising: one or more physicalcomputer processors configured by machine readable instructions to:effectuate presentation of offers to the users to conduct a limited-timeevent within an online game, the users including a first user, whereinthe offers include a first offer to the first user, wherein conductingthe limited-time event enables the users to participate in thelimited-time event for a duration having a duration length; execute aninstance of the online game to facilitate user participation in theonline game by executing actions in the instance of the online game,wherein execution of the actions in the instance of the online gamedepletes a first virtual resource in inventories of the users; rechargethe first virtual resource in the inventories of the users at a rechargerate, wherein the recharge rate is a function of time; and effectuateone or more exchanges by the first user, wherein the first userexchanges one or more virtual items for an additional amount of thefirst virtual resource, wherein at least one of the recharge rate of thefirst virtual resource, the depletion of the first virtual resource dueto the execution of the actions, and the duration length of thelimited-time event limit an amount of the actions that can be executedby the first user that deplete the first virtual resource because priorto the one or more exchanges by the first user, the first user did nothave enough of the first virtual resource for unlimited execution of theactions during the limited-time event.
 2. The system of claim 1, whereinthe one or more physical computer processors are further configured bymachine readable instructions to: maintain the inventories of the users,wherein the inventories include a first inventory of the first user,wherein exchanging the one or more virtual items for the additionalamount of the first virtual resource increases an amount of the firstvirtual resource in the first inventory.
 3. The system of claim 1,wherein the one or more physical computer processors are furtherconfigured by machine readable instructions to: assess performance ofthe users during the limited-time event; and distribute awards to theusers based on the assessed performance.
 4. The system of claim 1,wherein the virtual items exchanged for the additional amount of thefirst virtual resource include a virtual hard currency.
 5. The system ofclaim 3, wherein the awards distributed to the users based on theassessed performance include at least one of a virtual hard currency anda virtual soft currency.
 6. The system of claim 1, wherein thepresentation of offers to the users to conduct the limited-time eventwithin the online game is effectuated during an offer period, whereinthe offer period includes a period of time during which the first useris able to accept the first offer.
 7. The system of claim 6, whereinacceptance of the first offer to conduct the limited-time event by thefirst user only occurs once during the offer period such that the firstuser is only able to execute the actions that deplete the first virtualresource in the limited-time event once per offer period.
 8. The systemof claim 1, wherein the one or more physical computer processors arefurther configured by machine readable instructions to effectuatepresentation of one or more leaderboards, wherein the one or moreleaderboards include a performance assessment metric of one or moreusers during the limited-time event.
 9. The system of claim 1, whereinthe duration of the limited-time event begins subsequent to thepresentation of the first offer to the first user.
 10. The system ofclaim 1, wherein unlimited execution by the first user of the actionsthat deplete the first virtual resource in the limited-time eventrequires a particular amount of the first virtual resource, and whereinthe particular amount is greater than an available amount of the firstvirtual resource that is available to the first user at beginning of thelimited-time event.
 11. A method for providing limited-time events tousers in an online game, the method performed using one or more physicalcomputer processors, the method comprising: effectuating presentation ofoffers to the users to conduct a limited-time event within an onlinegame, the users including a first user, wherein the offers include afirst offer to the first user, wherein conducting the limited-time eventenables the users to participate in the limited-time event for aduration having a duration length; executing an instance of the onlinegame to facilitate user participation in the online game by executingactions in the instance of the online game, wherein execution of theactions in the instance of the online game depletes a first virtualresource in inventories of the users; recharging the first virtualresource in the inventories of the users at a recharge rate, wherein therecharge rate is a function of time; and effectuating one or moreexchanges by the first user, wherein the first user exchanges one ormore virtual items for an additional amount of the first virtualresource, wherein at least one of the recharge rate of the first virtualresource, the depletion of the first virtual resource due to theexecution of the actions, and the duration length of the limited-timeevent limit an amount of the actions that can be executed by the firstuser that deplete the first virtual resource because prior to the one ormore exchanges by the first user, the first user did not have enough ofthe first virtual resource for unlimited execution of the actions duringthe limited-time event.
 12. The method of claim 11, further comprising:maintaining the inventories of the users, wherein the inventoriesinclude a first inventory of the first user, wherein exchanging the oneor more virtual items for the additional amount of the first virtualresource increases an amount of the first virtual resource in the firstinventory.
 13. The method of claim 11, further comprising: assessingperformance of the users during the limited-time event; and distributingawards to the users based on the assessed performance.
 14. The method ofclaim 11, wherein the virtual items exchanged for the additional amountof the first virtual resource include a virtual hard currency.
 15. Themethod of claim 13, wherein the awards distributed to the users based onthe assessed performance include at least one of a virtual hard currencyand a virtual soft currency.
 16. The method of claim 11, wherein thepresentation of the offers to the users to conduct the limited-timeevent within the online game is performed during an offer period,wherein the offer period includes a period of time during which thefirst user is able to accept the first offer.
 17. The method of claim16, wherein acceptance of the first offer to conduct the limited-timeevent by the first user only occurs once during the offer period suchthat the first user is only able to execute the actions that deplete thefirst virtual resource in the limited-time event once per offer period.18. The method of claim 11, further comprising effectuating presentationof one or more leaderboards, wherein the one or more leaderboardsinclude a performance assessment metric of one or more users during thelimited-time event.
 19. The method of claim 11, wherein the duration ofthe limited-time event begins subsequent to the presentation of thefirst offer to the first user.
 20. The method of claim 11, whereinunlimited execution by the first user of the actions that deplete thefirst virtual resource in the limited-time event requires a particularamount of the first virtual resource, and wherein the particular amountis greater than an available amount of the first virtual resource thatis available to the first user at beginning of the limited-time event.